public VRenderResources(VRPAsset asset, int id = 0) { this.id = id; if (asset.resources == null) { Debug.LogWarning("Try to load default VRPResources"); m_VRPResources = Resources.Load <VRPResources>("VRPResources"); } else { m_VRPResources = asset.resources; } if (m_VRPResources == null) { Debug.LogError("Can't find VRP resources!"); } depth_Velocity = new VRenderTexture2D(id + "_velocity", RenderTextureFormat.ARGBFloat, true, asset.MSAA); sceneColor = new VRenderTexture2D(id + "_sceneColor", RenderTextureFormat.ARGBFloat, true, asset.MSAA); sceneColorPrev = new VRenderTexture2D(id + "_sceneColor", RenderTextureFormat.ARGBFloat, true); depth = new VRenderTexture2D(id + "_depth", RenderTextureFormat.Depth, true, asset.MSAA); baseColor_Metallic = new VRenderTexture2D(id + "_baseColor_Metallic", RenderTextureFormat.ARGB32, true, asset.MSAA); normal_Roughness = new VRenderTexture2D(id + "_normal_Roughness", RenderTextureFormat.ARGBHalf, true, asset.MSAA); lightResources = new LightResources(); shadowResources = new ShadowResources(asset); giResources = new GIResources(asset); materials = new VMaterials(); setup_per_camera_properties = CommandBufferPool.Get(id + "_setproperties_beforeOpaque"); }
public VRP(VRPAsset asset) { m_asset = asset; m_preZRenderer = new PreZRenderer(); m_lightRenderer = new LightRenderer(); m_commonRenderer = new CommonRenderer(); m_bakeRenderer = new BakeRenderer(); m_giRenderer = new GIRenderer(); m_postRenderer = new PostRenderer(); }
public static VRenderResources Get(VRPAsset asset, int id) { VRenderResources res; instance.m_CameraTable[id] = 10; if (!instance.m_LookupTable.TryGetValue(id, out res)) { res = new VRenderResources(asset, id); instance.m_LookupTable.Add(id, res); } return(res); }
public ShadowResources(VRPAsset asset) { helper_ = new GameObject(""); helper_.SetActive(false); helper_.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy; helper = helper_.AddComponent <Camera>(); helper.orthographic = true; helper.nearClipPlane = 0f; helper.enabled = false; m_asset = asset; m_DirShadowArray = new VRenderTextureArray("dir_shadow_array", RenderTextureFormat.ARGB64, true, false, true); m_PointShadowArray = new VRenderTextureArray("point_shadow_array", RenderTextureFormat.RG32, true, false, true); m_shadowcascade_matrix_vp = new VComputeBuffer(Marshal.SizeOf(typeof(ShadowCascadeMatrix))); m_pointLightMatrix = new VComputeBuffer(Marshal.SizeOf(typeof(ShadowCascadeMatrix))); }